[MOD Tool] Tech cost multiplier (New version 1.0.1.0)

 

This tool was requested so I thought I would share it.

It doesn't do much apart from allow you to change the tech costs of all trees by x amount is seconds.

You can also specify tech cost increase by Tech age.

 

You can also use it to mod other peoples mods, so if you have a favourite mod but want the tech costs changed for a longer (or shorter) game, just run this tool.

As long as the tech trees don't get a major overall it should be compatible with all versions.

 

 old version 1.0.0.1

Removed

I am also working on a Tech tree viewer / editor.

https://forums.galciv3.com/477456/page/1/#3637496

 

New Version 1.0.1.0

See nexus link below.

 

Renamed to Tech Cost Modifier.

Added:

Workaround for some techs that have missing tech age options.

Process file list

Drag and drop support to process lists

Remove unwanted techs from process list.

Ability to zero tech costs by tech age.  Game play not tested.

 

 

Added to nexus Mods

http://www.nexusmods.com/galacticcivilizations3/mods/73/?

 

 

19,626 views 8 replies
Reply #1 Top

Awesome! Thank you so much!

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Reply #2 Top

Updated OP with fixed download link.

Reply #3 Top

Is it possible to include an option where we specify the individual files we want to change? I'm using a mod with custom tech trees and it won't work for those.

Reply #4 Top

It should, in theory, work for any tech tree. All you need to do is change the path to point at the folder with the modded trees.

It searches recursively for all *TechDefs.xml. I think this is case sensitive.

Hit the check techs button to see a list of trees it has found.

 

If you want to merge existing trees with custom trees, you will have to do this manually at present.

 

I hadn't planned on developing this tool any further although it wouldn't be too difficult to add.

I was also toying with the idea of allowing a flat cost to a tech per age.

i.e give all the techs in age of expansion zero cost for a pseudo accelerated start.

 

Edit:

New version available see OP.

 

Reply #5 Top

Thank you for your responsiveness and such a great tool. I've spent hours manually doing what this does. It's awesome. Thank you so much.

Reply #6 Top

Quoting rynebrandon, reply 5

Thank you for your responsiveness and such a great tool. I've spent hours manually doing what this does. It's awesome. Thank you so much.

 

Much appreciated.

Thanks

 

Reply #7 Top

You are my hero!

I always thought the % multiplier of the tech is dump, even if I change the pacing multiplier to -100% research, I still get to research tech in like 2 turns after a while because of the multiplier.

 

Without this tool, it is simply too much to change every tech cost by hand, there are thousands of entries.


Thank you so much~


One more thing, will this work on future patches? Or custom tech trees?

Does the tool search for <ResearchCost>***</ResearchCost> and multiply it by x times?

If so it should work on future patches even if they change tech tree, right?

Reply #8 Top

Quoting Nadeshiko1107, reply 7

Does the tool search for <ResearchCost>***</ResearchCost> and multiply it by x times?
If so it should work on future patches even if they change tech tree, right?

 

This is correct. Works on any standard or modded tree that has techdefs.xml in the file name.

May not work on appended mods, that use a different file naming convention.

Unless the tech trees are changed drastically it should also work on future versions.